Shermie kneels down, then flies straight forward along the ground, feet-first, with her body imbued with electricity. Shermie draws her hand back, then does a straight jab (with her hand not in a fist) surrounded by a pulsating orb of electricity. Mashing the button can extend the time of the field being around her.ĪНКОКУ РАИКОУКЭН (Ankoku Raikouken) ( 暗黒雷光拳 ( あんこくらいこうけん ) Dark Lightning Fist) Shermie calls down lightning from the air, which surrounds her for a time. Shermie flips upwards in mid-air, and swiftly swings her legs down, creating an arc of electricity with them. РАИЖИН НО ЦУЭ (Raijin no Tsue) (Thunder God's Staff) In KOF XV, the buttons pressed determines the direction the version travels in - the version has it advance slowly towards the opponent, while the version has it come from behind the opponent instead. Orochi Shermie blows a kiss to her opponent, forming a projectile in the form of a tiny ball of lightning. МУГЭЦУ НО РАЙУН (Mugetsu no Raiun) (Moonless Thundercloud) In XV, this is changed to her running towards the opponent, then performing an electrified axe kick in place. Orochi Shermie hops into the air, then performs an Axle Spin Kick while her legs are suffused with electricity. ШАЖИЦУ НО ОДОРИ (Syajitsu no Odori) (Dance of the Setting Sun) The version can nullify other projectiles on the first swipe if timed correctly. Orochi Shermie leans forward while swiping her arms, creating 2 arcs of electric energy. Shermie quickly handstands, then flips forward to a standing position while doing a stamping kick with each leg. In KOF XV, she grabs the opponent by the collar and electrocutes them, swiftly tossing them aside. Shermie grabs her opponent and does a belly-to-belly suplex. In KOF XV, she kicks the opponent in the groin with a lightning-enhanced knee kick. Shermie grabs her opponent at their waist and drops them with a German suplex. Because of this, Orochi Shermie is almost always best as an anchor, since she needs all the meter she can get to dish out the damage.įor her original counterpart's moveset, go here. ![]() While Orochi Shermie's zoning is a little more technical than that of Ash or King, what you get is a much more mix-up heavy character that is able to infuriate more aggressive opponents into making mistakes that she can capitalize on with her very damaging (and easy) combos, especially if she has meter to spare (and she will need it, since she's far more meter-hungry than her normal counterpart or her cohort Yashiro). As expected, Ankoku Raikouken functions the same as Benimaru's version (albeit lacking an anti-air version) and Syukumei - Genei - Shinshi is an okay (at best) projectile callout that, again, is mainly just combo filler. Her Super Special Moves, however, are fantastic in their own right. ![]() Her other specials are little more than combo glue (although Raijin no Tsue does have some utility in going over some projectiles if you can perform it instantly via the "Tiger Knee" - method), being very unsafe and easy to punish even before they hit. ![]() The Kick version, on the other hand, advances behind the opponent, giving Orochi Shermie a deadly left/right mix-up anywhere on the screen.īeyond her normals and zoning capabilities, however, there isn't much to write home about Orochi Shermie. ![]() The Punch version acts as a Sonic Boom-style projectile, where Orochi Shermie recovers fast enough that she can run behind it as a means of offense. In KOF XV, due to the addition of Moves, this move gained even more utility than it did in any of its prior appearances. The main bread and butter of Orochi Shermie's gameplan, as mentioned above, lies in Mugetsu no Raiun, a unique projectile that, similar to Ash's Genie, can hit anywhere on the screen hitting right in front of Shermie, while hits the opponent from across the screen at max range. The version in XV, on the other hand, is a proper full-screen projectile and one that can also out-zone other poorly timed projectiles since, if timed right, it can nullify incoming projectiles on the first hit. Similarly to other zoners like Ash or King, the bulk of Orochi Shermie's zoning is done with Yatanagi no Muchi, a fairly average projectile that only travels mid-screen in most of its appearances except XV, where it goes halfway across the screen instead.
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